Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 130 131 [132] 133 134 ... 268

Author Topic: DF2014 Question and Answer Thread  (Read 459433 times)

Rafatio

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1965 on: August 05, 2015, 04:40:55 pm »

Anyone know what animals drop gizzard stones when butchered?
Not sure how complete this list is, but its a start.
Logged

MeanMe

  • Escaped Lunatic
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1966 on: August 08, 2015, 02:13:59 am »

Is there any way to force the dwarves to treat a job as an absolute priority?

I'm trying to build a stairwell past an aquifer with walls around it but the dwarves keep suspending the work due to the flooding, which in itself isn't a problem, but once they suspend it it takes about a season for another dwarf to pick up the job again. The latest piece of wall has been in process for eight seasons now and if this pace keeps up the stairwell will be done in thirty years or so. I'm not quing up any other construct projects, this is the only active one but I am using DFHacks autolabor script to manage jobs.

Secondly, do the goblin sieges happen even if they're not listed as present on the location when embarking? I've only got elves as a neighbour and I've had over 80 dwarves for a good while now but all I've seen thus far is an enraged weregecko, no baby snatchers or anything. Might have to pick up a more exciting location if there will be no other visitors.
Logged

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1967 on: August 08, 2015, 07:07:10 am »

Has anyone had trouble training giant tortoises outside of a cage?  All of mine eventually reverted back to wild despite having several available trainers around.  I'm thinking it's because they retract into their shells and that interferes with the job somehow.
Logged

Detros

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1968 on: August 09, 2015, 05:55:43 pm »

Is there any way to force the dwarves to treat a job as an absolute priority?

I'm trying to build a stairwell past an aquifer with walls around it but the dwarves keep suspending the work due to the flooding, which in itself isn't a problem, but once they suspend it it takes about a season for another dwarf to pick up the job again. The latest piece of wall has been in process for eight seasons now and if this pace keeps up the stairwell will be done in thirty years or so. I'm not quing up any other construct projects, this is the only active one but I am using DFHacks autolabor script to manage jobs.

Secondly, do the goblin sieges happen even if they're not listed as present on the location when embarking? I've only got elves as a neighbour and I've had over 80 dwarves for a good while now but all I've seen thus far is an enraged weregecko, no baby snatchers or anything. Might have to pick up a more exciting location if there will be no other visitors.
  • Try making a burrow over tiles of your construction and assign some dwarves with the right jobs allowed to it. They won't be able to pick any jobs outside that area. Be warned, it also means they won't eat or drink unless they are some items usable for these jobs in the burrow. Make sure they can get to the construction site orthogonally.
  • No, that means there are no goblin sites in a pathable short enough distance (they are either too far or behind, say, a sea strait). But I think if you play for long enough it is possible to change because the world now continues to develop around the world in DF2014. So AFAIK goblins can either make a new fort or (more likely?) manage to capture one somewhere near and later also visit you.
Logged
Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1969 on: August 12, 2015, 09:18:34 pm »

Spoiler (click to show/hide)
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1970 on: August 12, 2015, 09:19:56 pm »

just speed AFAIK

Detros

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1971 on: August 21, 2015, 01:40:54 am »

is there some more efficient way of obtaining blind dwarves than just lots of random combat? What equipment would "help" here and which enemies are more prone to attack eyes?
Logged
Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1972 on: August 21, 2015, 03:33:37 am »

Conscious dwarves vs unconscious dwarves would be a question here, as unconscious creatures are struck only in the head... would this damage the eyes more or less though? Hmmm....
Logged
One wheel short of a wagon

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1973 on: August 21, 2015, 02:29:22 pm »

I highly doubt you could pull it off.  You'd probably need to give your dwarf armor everywhere except the head, and hope an attack from an enemy doesn't hit the brain.  Probably a non-bludgeoning attack too.  In all my years of playing I think I may have had one dwarf blind in one eye, that's how uncommon it is.
Logged

Sirbug

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1974 on: August 21, 2015, 02:40:22 pm »

Why don't my newcomer dwarfs arm themselves with maces already on site? (I'm reclaiming a fort)

They are not forbidden anymore, what can be the problem?
Logged
Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1975 on: August 21, 2015, 03:25:20 pm »

The maces are in stockpiles, arent forbidden, the dwarves are in a squad, their equipment is properly set, and they are told to be armed when not on duty?

If all yes, activate their squads for a spell, to force them into uniform.
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1976 on: August 21, 2015, 03:37:47 pm »

Reclaim fortress can be wonky.  Were these maces you just made or were they old ones you reclaimed?
Logged

Sirbug

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1977 on: August 21, 2015, 03:58:33 pm »

Never mind, they did pick them up. Those were part of embark equipment from the previous trip, by the way. Somehow it took them time to decide those things existed.
Logged
Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Niyazov

  • Bay Watcher
  • shovel them under and let me work - I am the grass
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1978 on: August 22, 2015, 01:32:43 pm »

Will dead trees grow back in evil biomes?

Dead trees don't grow back. In some older versions dead saplings would grow into mature dead trees (this was before multi-tile trees were in the game), but new dead saplings would never form.
Logged

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1979 on: August 22, 2015, 01:33:15 pm »

Undead trees need to be a thing that arent creatures.
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!
Pages: 1 ... 130 131 [132] 133 134 ... 268